Everyday Unity
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A game developer and tech lead in a top grossing company posting Unity, programming, and gamedev related stuff that I find interesting Website: https://gamedev.center Most used tags are: #performance #shader #interview Author: @alexmtr
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Obunachilar
+224 soatlar
Ma'lumot yo'q7 kun
+1330 kun
Postlar arxiv
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Arch: A high-performance C# based Archetype & Chunks Entity Component System (ECS) with optional multithreading
It's a type of repo that can be definitely recommended to read the source code and pick up some good practices. The ecs implementation is similar to Unity. Entities, but the codebase is easier to navigate and read in my opinion. It also contains source generation and can be used as a sample for your own implementation.
https://github.com/genaray/Arch
Source generation: https://github.com/genaray/Arch/tree/master/src/Arch.SourceGen
#ecs #sourcegen
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Ultraviolet Lights & Invisible Ink Shader Graph
https://www.cyanilux.com/tutorials/ultraviolet-lights-invisible-ink/
#shadergraph #ultraviolet #ink
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BurstLinq: Extremely fast LINQ aggregation operations implementation optimized by Burst Compiler
I've run performance tests provided by the author and not in all cases BurstLinq was faster than regular for loop, but still in all cases a lot faster than Linq and in most cases faster than for. It was pretty interesting to check the source to see how these results were achieved.
https://github.com/AnnulusGames/BurstLinq
#burst #linq
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How To Use Loops Inside Unity's Update Methods
An example of how not to use loops inside Update, along with a simple example of offloading calculations to a background thread using Awaitable, which is supported from 2023.1. However, it is not recommended for shorter-lived operations, such as parallelizing computationally-intensive algorithms. To maximize the use of multi-core CPUs and parallelize your algorithms, the C# Job System is recommended.
https://giannisakritidis.com/blog/Looping-Inside-Update/
Read more about Awaitable: https://docs.unity3d.com/2023.2/Documentation/Manual/AwaitSupport.html
#awaitable #async
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Use the GPU, Luke!
A highly detailed post about compute shaders, where the author delves into the intricacies of how GPUs work and provides a higher-level overview of the pipeline compared to Render Hell. I definitely recommend reading it, as well as Render Hell, if you are interested in more details on how GPUs operate.
https://arnaud-carre.github.io/2023-12-10-gpgpu/
#computeshader #rendering #gpgpu
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String Interning - To Use or Not to Use? A Performance Question
- String interning in non-native AOT is very slow and can drastically affect your application performance.
- If you call string.Intern in your code you probably should think if you really should.
- A very naive custom string cache based on ConcurrentDictionary<string, string> is drastically faster then the string interning cache and gives you an opportunity to clean-up the cache.
- If your app runs as a Native AOT app, then the performance is good, and the only drawback of the bulit-in string interning is an inability to clean it.
https://sergeyteplyakov.github.io/Blog/benchmarking/2023/12/10/Intern_or_Not_Intern.html
#interning
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Intro to Shader Graph in Unity 2022 (Your first graph, Textures & UVs, Transparency and Alpha)
For a long time, I was quite skeptical of Shader Graph due to the suboptimal performance of generated shaders. Consequently, I focused on learning HLSL. However, given the abundance of learning resources on Shader Graph, I decided to use it in my prototypes. It allows for the quick and easy addition of test shaders for my VFX. Now, I can confidently recommend trying it to save time during prototyping, especially if you are not highly proficient in HLSL. And as always, don't believe anyone about performance, profile yourself your particular game. Probably shader graph would be ok for you even in production.
https://danielilett.com/2023-09-26-tut7-3-intro-to-shader-graph/
https://danielilett.com/2023-12-04-tut7-4-intro-to-shader-graph-part-2/
https://danielilett.com/2023-12-11-tut7-5-intro-to-shader-graph-part-3/
#shadergraph
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Managed memory reservation in Unity
Control heap growth in Unity using heap growth divisor to reserve memory before it is needed. The author provides a better way to do it compared to a large array allocation on the app start.
https://vbor.blog/posts/heap-realloc/
#memory #gc
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Updated 2022 LTS Best Practice Guides for optimizing games | Unity Blog
Two new books featuring optimization tips and tricks for mobile, consoles, and PC have been released. I've skimmed through both materials; all the tips have already been published in various resources. However, it's great to have them compiled in one place with navigation via the contents page. I highly recommend bookmarking these books.
https://blog.unity.com/engine-platform/updated-2022-lts-best-practice-guides
#optimization
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Unity Case Study: Vampire Survivors
This blog post is a good starting point for developers who are interested in learning more about architecture principles for Unity games and how to analyze other projects.
https://medium.com/@simon.nordon/unity-case-study-vampire-survivors-806eed11bebb
#review
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ParrelSync is a Unity editor extension that allows users to test multiplayer gameplay without building the project by opening another Unity editor window and mirroring changes from the original project.
Gonna come in handy especially given the new template release: small scale competitive multiplayer.
https://github.com/VeriorPies/ParrelSync/
Template: https://forum.unity.com/threads/small-scale-competitive-multiplayer-template-now-released.1520044/
#netcode #editortools
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Soft Mask: a plugin that brings alpha-friendly masking to UI
It works almost like the standard Unity's mask, but supports alpha, which enables gradual and semi-transparent masks.
Repo: https://github.com/olegknyazev/SoftMask
Demo: https://olegknyazev.itch.io/softmask
#ui #mask
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PrimeTween
High-performance, allocation-free tween library for Unity. Create animations, delays, and sequences in one line of code. A lot faster than other tween libs according to author's benchmarks. It would be interesting to see comparison to Magic Tween too in the same benchmarks, because Magic Tween is claimed to be even faster than PrimeTween
https://github.com/KyryloKuzyk/PrimeTween
Performance comparison: https://github.com/KyryloKuzyk/PrimeTween/discussions/10
#tween
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Web runtime updates are here: Take your browser to the next level
A lot of new features for web builds: compute shaders, GPU skinning, SIMD, better exception handling and more
https://blog.unity.com/engine-platform/web-runtime-updates-enhance-browser-experience
#webgpu #web
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UI Toolkit: New and updated demos for programmers and artists
I’ve seen some Entities samples by Unity Technologies that use UI toolkit for in-game UI and not just for editor tools. It was interesting to play around a bit, but I have no real experience working with it in production yet. If anyone has used UI toolkit for in-game UI in production, I would be happy to hear about your feedback in the comments.
https://blog.unity.com/engine-platform/new-ui-toolkit-demos-for-programmers-artists
Quiz sample: https://assetstore.unity.com/packages/essentials/tutorial-projects/quizu-a-ui-toolkit-sample-268492
Dragon Crashes sample: https://assetstore.unity.com/packages/essentials/tutorial-projects/ui-toolkit-sample-dragon-crashers-231178
Video: https://www.youtube.com/watch?v=XtQist-I3Xo
#uitoolkit
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Gamedev • 2 | November • 2023
We are publishing the second edition of the Gamedev compilation!
A week ago, we released the first edition within our channel community. Surprisingly, many enthusiasts reached out to participate. And now – one link and a compilation of 10 channels are again in a separate folder for you!
Gamedev • 2
Every week, 10 channels about gamedev
➕ In several channels from our community
➕ In all channels from the weekly compilation
Disclaimer: all other channels are in russian language, you can try to use a built-in Telegram translator feature to check them out.
The current compilation includes
MD/LD
Celestial Beasts
Про гейм-дизайн за 5 минут
Everyday Unity
Лев Дизайнит
Кодзима Гений - канал про геймдизайн
Лавка Разработчика
lediiana
Креативный Анатолий
KSI Games × О геймдеве
__
How to get featured in the compilation?
Fill out the form
We'll check relevance to the theme and audience presence
Make a post with the weekly compilation
We'll reach out to you before publication
Share if you find this helpful!
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Animated Progress Bar: Coloured animated progress bar made in Unity, with Shader Graph
Repo: https://github.com/MirzaBeig/animated-progress-bar-shader-graph
Demo: https://mirzabeig.github.io/Animated-Progress-Bar-WebGL/
#progressbar #ui
